Earlier quoted context omitted.
It does look like there is a lot of potential for abuse, depending on how installs are tracked. If it's some DRM system, pirated copies might or might not be counted, and of course "install bombs" would potentially be possible in theory. Which means a need to find ways to potentially exclude those installs from counting towards the count. This introduces crazy complexity when really you could have simple revenue shar…
I mean, there's going to be a web endpoint that gets hit to count one installation. That is definitely going to remain a secret, so no one could possibly run wget in a loop to say their steam account installed it a million times.
“This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
151–160 of 170 posts
Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
#152Earlier quoted context omitted.
Best part is you can bet people who don't like the developer of a game (for whatever reason) will "install bomb" the game.
This may seem weird for outsiders. But it’s one of the first things that come to mind if you know about that subset of entertainment consumer culture. The target of this kind of hostility is _usually_ mainstream media, but nobody is safe. It’s a weird mix of entitlement and hate that drives this.
Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
#153> but the fact they are applying this retroactively to every game every made in Unity that also seems like it should not be legal no matter what you put in your TOS, at least in some jurisdictions it probably isn't (in the same way that e.g. conditional auto-termination contracts are no actually auto-terminating in many jurisdictions even if it's written in the contract)
Not sure you read the article. Unity explicitly states they are NOT applying this retroactively.
Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
#154Why did/can game companies not protect themselves against this possible change of contract? I mean, if you spend millions on developing a game, taking two-three years to develop, surely you try to tackle any risks that might endanger the project. For example, by fixing the price on the foundation of your game, i.e. the game engine. This is a huge change in the way this game engine will be considered for new games. If…
A lot of games don't cost millions to develop. In particular, I associate Unity more with indy games rather than AAA. Those sorts of devs don't have a lot of leverage.
Utlimately, I guess it's a question of definition: can you point me to a commonly agreed industry definition of AAA and indie?
Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
#155Earlier quoted context omitted.
How do you lose that much money? How does Unity Technologies employ 7700 people?! For comparison: Epic Games employs about 3700 people. That includes the people working on Fortnite and the Epic Games store. Edit: the stats might be a bit questionable though.
There's a big chunk of "technically unity" that used to be Weta.
Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
#156Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
#157Earlier quoted context omitted.
Or Bevy, if you're into Rust: https://bevyengine.org/
I would say Bevy isn't really similar to Unity. Something like Fyrox - https://fyrox.rs/ - would be more similar. Bevy is more low level and lacks an editor (as of now, it's planned)
Bevy has a very stable ECS architecture and is being intelligently designed and built for the long run.
Bevy's lead developer is working on the editor now and it's getting closer to landing [1, 2].
Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
#158Switching to Godot, even though I'm a hobbyist who will never hit those thresholds
Bevy is getting better every quarter. If you're into Rust, you should check it out.
TLDR: Bevy is in no ways ready for prime time. It's at least 3 years away from getting anywhere near where Godot 4.1 currently is and light years away from Unity in usability.
Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
#159Switching to Godot, even though I'm a hobbyist who will never hit those thresholds
Let us know how you deal with the threading model in Godot.
For 99% of games and hobby gamedev's though it's good enough (just like Unity). Given enough time and funding Bevy will get there, but such performance is becoming more and more irrelevant every year tbh.
Re: “This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
#160Earlier quoted context omitted.
An alternative engine (no matter how good) doesn't solve vendor lock-in. Gamedev is a cutthroat business. You can't afford a rewrite. Even for new productions, you can't throw away engine experience and start retooling. I expect backlash.
Godot isn't yet another game engine.